IkConstraintData.cpp
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifdef SPINE_UE4
#include "SpinePluginPrivatePCH.h"
#endif
#include <spine/IkConstraintData.h>
#include <spine/BoneData.h>
using namespace spine;
IkConstraintData::IkConstraintData(const String &name) :
ConstraintData(name),
_target(NULL),
_bendDirection(1),
_compress(false),
_stretch(false),
_uniform(false),
_mix(1),
_softness(0) {
}
Vector<BoneData *> &IkConstraintData::getBones() {
return _bones;
}
BoneData *IkConstraintData::getTarget() {
return _target;
}
void IkConstraintData::setTarget(BoneData *inValue) {
_target = inValue;
}
int IkConstraintData::getBendDirection() {
return _bendDirection;
}
void IkConstraintData::setBendDirection(int inValue) {
_bendDirection = inValue;
}
float IkConstraintData::getMix() {
return _mix;
}
void IkConstraintData::setMix(float inValue) {
_mix = inValue;
}
bool IkConstraintData::getStretch() {
return _stretch;
}
void IkConstraintData::setStretch(bool inValue) {
_stretch = inValue;
}
bool IkConstraintData::getCompress() {
return _compress;
}
void IkConstraintData::setCompress(bool inValue) {
_compress = inValue;
}
bool IkConstraintData::getUniform() {
return _uniform;
}
void IkConstraintData::setUniform(bool inValue) {
_uniform = inValue;
}
float IkConstraintData::getSoftness() {
return _softness;
}
void IkConstraintData::setSoftness(float inValue) {
_softness = inValue;
}